acewing
QUOTE (EternalLurker @ Jul 24 2010, 04:38 AM) quotecYou edited your last post which came BEFORE mine. There was no way for me to know you needed help again; I don't reread a thread if there aren't any new posts. >_>QuoteEndQuoteEEndI had a feeling that might of been the case, which is why I ended up double posting, which I still apologize for, considering I could of just PM'ed you =x.....But, what's done is d
EternalLurker
Trojan:Easy fight, just spam Lightning Aura on Neraine. To be specific, keep her in her starting place and summon the High Priestess to her left. Keep Gelyan where he is. This way you'll have Sisily and the Magician attacking Trojan at a range of 2, Gelyan attacking at a range of 3, and Neraine will keep Trojan occupied at melee range (by moving one space to the right and attacking him on turn 2) along with the HP's Grand Blessing while Emi sits between HP and Nera and keeps using Lightning Aura until Neraine can survive against Trojan without Grand Blessing. When that happens, Soulburst the High Priestess and end the battle quickly with a bunch of magical damage and Neraine's physical attacks. Gelyan isn't too useful here.Vs Bandits+Leapers:Hm, I don't think I did this one optimally, but eh, it works. Gelyan is the weak point here: he misses Leapers, these ones have more health than the last ones he fought, and he doesn't do enough damage to Bandits.attack-Sisily down one, Magician to her right, Gelyan stays put, Emi down one, HP to Neraine's leftcounterattack--Jelly Shot -> Trigger Happy on banditattack-x3 Azure Wings on wounded bandit. Neraine waits, Magician waits. Sisily skips her turn to boost the Energy pool. Gelyan and Emi wait. Neraine moves left one space and Soulbursts the High Priestess. Slam Leapy #2 with Meteor Strike. Jelly Shot -> Trigger Happy at Bandit #1. Have Emi finish off Bandit #2 with Sparks.counterattack--Bit of luck here: Bandit #1 will attack the Magician. If he uses sword strikes, the Magician is raped. If he uses fire magic, the Magician just doesn't give a damn. In general, he'll use fire magic, so you should be okay. Skip your attacks either way; you won't hurt a red-natured opponent with fire magic any more than he can hurt you. Neraine should just fight the attacking Leaper with slashes. Emi shouldn't waste her Energy on her yellow-natured attacker either; at most use one Energy Sphere. Gelyan can use Jelly Shot -> Trigger Happy on his opponent.attack-Neraine beats up Leapy #1 on her right. Magician uses Flame Rush x2 on Leapy #3. Sisily Soulbursts; what with Emi's one Energy Sphere earlier, that should be just enough to finish off the last Leapy. Have fun with the remaining bandit.Vs Bandits+Bandit Archer + Leaper:Gelyan is weak again.attack-Neraine stands in front of Gelyan and summons HP above her. Sisily moves down to (0, 1) and summons the Magician to her left. Gelyan shoots at the archer with x2 Trigger Happy. Emi moves above Sisily (now the Leaper can't possibly attack Sisily and rape her on turn 1).counterattack--You'll get pretty nearly raped, with HP and Magician both JUST short of dying. But even on the worst damage rolls they should survive with about 50 HP each. Your counterattack Energy should all be used up right at the beginning of the enemy phase: x3 Azure Wings.attack-Magician uses Energy Transfer. Neraine Soulbursts. Sisily uses x2 Fiery Flowers. Things should be falling into place from there: Emi is in range to finish off the guy the HP wounded and her counterattack phase should drop her opponent to 50%.counterattack--You'll lose Sisily and probably Emi this turn, but whatever.attack-Neraine will finish the archer for 0 Energy, Gelyan can damage the bandit, and the Magician should rape the Leaper for 2 Energy. It's over at this point. If Emi didn't die it's completely over this turn, in fact.Things tend to be "all over" after Blue Paradise. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif
acewing
EternalLurker
skips her turn to boost the Energy pool, Gelyan and Emi wait. Then Neraine does what she d
acewing
QUOTE (EternalLurker @ Jul 26 2010, 04:29 AM) quotecIf you do things in any order other than the one I listed, that'll happen, yeah. As I said, Neraine waits, the Magician waits, Sisily skips her turn to boost the Energy pool, Gelyan and Emi wait. Then Neraine does what she does.QuoteEndQuoteEEndActually I'm fairly certain that Neraine does need a +2 in the magic pool as that's the only way I can pull that off. Unless Sisi should get another +2 in her magic department. Anyway, I ended up giving Neraine a +2 in magic and it worked like a charm, but I was wondering if you could list what stat's your upgrading along the way per level, as each level is mandatory and follows a strict guide-line; it'll be easier for me to actually follow along.Btw - Could you do the next few battles as well if you have some free time to spare
EternalLurker
Anyway, what I was suggesting for a first-time playthrough was:Sisily: nothing but MagicGelyan: nothing but EnduranceNeraine: just enough Power to qualify for the second Power perk (note that the first perk helps qualify for the second), which IIRC is 5 total points in Power, then 1 Endurance to qualify for Celestial Rhyme, then the rest in M
acewing
QUOTE (EternalLurker @ Jul 26 2010, 06:47 AM) quotecI don't until probably Tuesday, sorry.Anyway, what I was suggesting for a first-time playthrough was:Sisily: nothing but MagicGelyan: nothing but EnduranceNeraine: just enough Power to qualify for the second Power perk (note that the first perk helps qualify for the second), which IIRC is 5 total points in Power, then 1 Endurance to qualify for Celestial Rhyme, then the rest in MagicQuoteEndQuoteEEndI shall await for your continued instruction's then, Captain &g
seelkadoom
Here's the stat i used:Sisily:Pure Magic and serve as Enegy provider or Power 11 Endurance 7 Magic 17 Agility 10 and on level 10 and 1 or 2 more level which is optional, this way she can fighting and generate energy but not as much.Gelyan: Pure Endurance for the last skill note: this is powerful in the late of the game but on the early he's just the bait. Or pure power it's strong at the start but will be weaker than the other way in the late of the game.Neraine:She is the main fighter in both ways. 1st one:13 power 6 endurance 8 magic and 18 agility. The second is extremely strong in the late of the game and also good in the early i will say it more precisely: 2 power on the first level, then go for agility until it's 18 and the rest Magic. This way she can use Moon Waltz and kill Cerberus in 5 turns!This can fight the final boss faster and more chance of survival
allanpike
/coloroThe only monster I am having difficulty with is Tale Memory, and that's because the bastard never comes and attacks, he just uses that Field ability, so I either lose Nera (my choker.) Or Geylan (my main damange dealer.) He just doesn't move EVER! And when I try to properly use the terrian. (Drawing him so all of my character can hit him (expect for the Magicain.) He just sits one square away and spam that field attack!colorc/co
chamomileess
ale Memory is programmed to attack the weakest member of your party. If the AI decides that the only way he can do that is by spamming his field ability, then that's what he'll
allanpike
/coloroThen why is that he can attack Nera no problem, yet when I pulled her back one square he starts spamming his screen attack?Edit: NVM, I managed to defeat him, had to get Nera (with the balanced build, and Soul bonded.) Two square's away to get him to attack... Nera+Soul Bond + Great Blessing to get her power to 40 = Death. The others helped a bit as wellcolorc/co
jamesting
sh i kinda need help on the second to last battle. The beholder and the bandits arn't helping my problem.I read the strategy guide but i can't do it without having at least one of my tarots or charestors dyin
day&night
f you can hold out with at least Gely and Nera, you'll be ok. Sisi is kind of weak since the Beholder is also Red type, so she should stay in the back and have her act as another battery with The Magician. Also depends on your build as w